Attention-based rendering and fidelity

ABSTRACT

Methods and systems for attention-based rendering on an entertainment system are provided. A tracking device captures data associated with a user, which is used to determine that a user has reacted (e.g., visually or emotionally) to a particular part of the screen. The processing power is increased in this part of the screen, which increases detail and fidelity of the graphics and/or updating speed. The processing power in the areas of the screen that the user is not paying attention to is decreased and diverted from those areas, resulting in decreased detail and fidelity of the graphics and/or decreased updating speed.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation and claims the priority benefit ofU.S. patent application Ser. No. 15/180,275 filed Jun. 13, 2016, issuingas U.S. Pat. No. 9,715,266, which is a continuation and claims thepriority benefit of U.S. patent application Ser. No. 14/014,199 filedAug. 29, 2013, the disclosures of which are incorporated herein byreference.

BACKGROUND OF THE INVENTION Field of the Invention

This invention relates generally to electronic systems and moreparticularly to a system and method for utilizing tracking to identifyreactions to content.

Description of the Related Art

In electronic systems, particularly entertainment and gaming systems, auser typically controls the behavior or actions of at least onecharacter in a game program. The users' perspective, as determined bythe camera angle, varies depending on a variety of factors, includinghardware restrictions, such as the processing power of the system. Ingames with two-dimensional graphics, typical user perspectives include atop-down view (or “helicopter” view), where the user views the game froma third-person perspective, and a side-scrolling view, where the userviews the characters from a third-person perspective as they move acrossthe screen from left to right. These perspectives require lower levelsof detail, and thus, require lower processing power from the processingunits of the system.

In games with three-dimensional graphics, typical user views include afixed 3D view, where the objects in the foreground are updated in realtime against a static background, and the perspective of the userremains fixed, a first-person view (i.e., the user views the game fromthe perspective of a game character), and third-person view, where theuser views the game character from a distance away from the gamecharacter, such as above or behind the character. The views depend onthe sophistication of the camera system of a game. Three types of camerasystems are typically used: a fixed camera system, a tracking camerasystem that follows the game character, and an interactive camera systemthat allows the user to control the camera angle.

Although the three-dimensional perspectives are more realistic for theuser, they require more processing power, and, thus, the level of detailin rendering can suffer as a result of the drain in processing power tocreate the three-dimensional view.

Therefore, there is a need for a system and method for improving thebalance between providing rendering detail and conservation ofprocessing power by tracking where the user focuses his attention duringgame play.

SUMMARY OF THE CLAIMED INVENTION

Embodiments of the present invention provide methods and systems forattention-based rendering on an entertainment system are provided. Atracking device captures tracking data associated with a user. Thetracking data is utilized to determine that the user reacted to at leastone area displayed on a display device connected to the entertainmentsystem. A processor communicates the determination to a graphicsprocessing unit and instructs it to alter the processing power used forrendering graphics in the area of the display device. If the user ispaying attention to the area, the processing power is increased, whichin turn increases the detail and fidelity of the graphics and/orincreases the speed with which objects within the area are updated. Ifthe user is not paying attention to the area, processing power isdiverted from the area, resulting in decreased detail and fidelity ofthe graphics and/or decreased updating speed of the objects within thearea.

Various embodiments of the present invention include methods forattention-based rendering on an entertainment system. Such methods mayinclude receiving tracking data from at least one user by a trackingdevice, wherein the tracking data is captured in response to a reactionof the user to at least one area displayed on a display device. Thetracking data is sent by way of the tracking device to a processor. Theprocessor executes instructions stored in memory, wherein execution ofthe instructions by a processor utilizes the tracking data to determinethat the user reacted to the at least one area and communicates to agraphics processing unit to alter processing power used for renderinggraphics. A further embodiment includes the steps of receiving aselection by the user indicating a preference for initiating apower-saving mode, storing the selection in memory, and initiating apower-saving mode when the tracking data indicates a lack of attentionto the display device by the user.

Further embodiments include systems for attention-based rendering. Suchsystems may include a memory and a display device connected to anentertainment system. A tracking device captures tracking dataassociated with a user. A processor executes instructions stored inmemory, wherein execution of the instructions by the processor utilizesthe tracking data to determine that the user reacted to the at least onearea displayed on the display device and communicates to a graphicsprocessing unit to alter processing power used for rendering graphics.

Some embodiments of the present invention further includecomputer-readable storage media having embodied thereon programsexecutable by processors to perform methods for attention-basedrendering.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an exemplary electronic entertainmentsystem;

FIG. 2 is a flowchart of method steps for utilizing tracking to identifyreactions to content.

FIG. 3A is a screenshot of an exemplary entertainment system environmentshowing a standard level of detail.

FIG. 3B is a screenshot of an exemplary entertainment system environmentshowing a low level of detail in areas in which a user is not focusingattention.

FIG. 3C is a screenshot of an exemplary entertainment system environmentshowing a high level of detail in areas in which a user is focusingattention.

DETAILED DESCRIPTION

FIG. 1 is a block diagram of an exemplary electronic entertainmentsystem 100. The entertainment system 100 includes a main memory 102, acentral processing unit (CPU) 104, at least one vector unit 106, agraphics processing unit 108, an input/output (I/O) processor 110, anI/O processor memory 112, a controller interface 114, a memory card 116,a Universal Serial Bus (USB) interface 118, and an IEEE 1394 interface120, an auxiliary (AUX) interface 122 for connecting a tracking device124, although other bus standards and interfaces may be utilized. Theentertainment system 100 further includes an operating system read-onlymemory (OS ROM) 126, a sound processing unit 128, an optical disccontrol unit 130, and a hard disc drive 132, which are connected via abus 134 to the I/O processor 110. The entertainment system 100 furtherincludes at least one tracking device 124.

The tracking device 124 may be a camera, which includes eye-trackingcapabilities. The camera may be integrated into or attached as aperipheral device to entertainment system 100. In typical eye-trackingdevices, infrared non-collimated light is reflected from the eye andsensed by a camera or optical sensor. The information is then analyzedto extract eye rotation from changes in reflections. Camera-basedtrackers focus on one or both eyes and records their movement as theviewer looks at some type of stimulus. Camera-based eye trackers use thecenter of the pupil and light to create corneal reflections (CRs). Thevector between the pupil center and the CR can be used to compute thepoint of regard on surface or the gaze direction. A simple calibrationprocedure of the viewer is usually needed before using the eye tracker.

Alternatively, more sensitive trackers use reflections from the front ofthe cornea and that back of the lens of the eye as features to trackover time. Even more sensitive trackers image features from inside theeye, including retinal blood vessels, and follow these features as theeye rotates.

Most eye tracking devices use a sampling rate of at least 30 Hz,although 50/60 Hz is most common. Some tracking devises run as high as1250 Hz, which is needed to capture detail of very rapid eye movement.

A range camera may instead be used with the present invention to capturegestures made by the user and is capable of facial recognition. A rangecamera is typically used to capture and interpret specific gestures,which allows a hands-free control of an entertainment system. Thistechnology may use an infrared projector, a camera, a depth sensor, anda microchip to track the movement of objects and individuals in threedimension. This system employs a variant of image-basedthree-dimensional reconstruction.

The tracking device 124 may include a microphone integrated into orattached as a peripheral device to entertainment system 100 thatcaptures voice data. The microphone may conduct acoustic sourcelocalization and/or ambient noise suppression.

Alternatively, tracking device 124 may be the controller of theentertainment system. The controller may use a combination of built-inaccelerometers and infrared detection to sense its position in 3D spacewhen pointed at the LEDs in a sensor nearby, attached to, or integratedinto the console of the entertainment system. This design allows usersto control a game with physical gestures as well as button-presses. Thecontroller connects to the console using wireless technology that allowsdata exchange over short distances (e.g., 30 feet). The controller mayadditionally include a “rumble” feature (i.e., a shaking of thecontroller during certain points in the game) and/or an internalspeaker.

The controller may additionally or alternatively be designed to capturebiometric readings using sensors in the remote to record data including,for example, skin moisture, heart rhythm, and muscle movement.

Preferably, the entertainment system 100 is an electronic gamingconsole. Alternatively, the entertainment system 100 may be implementedas a general-purpose computer, a set-top box, or a hand-held gamingdevice. Further, similar entertainment systems may contain more or lessoperating components.

The CPU 104, the vector unit 106, the graphics processing unit 108, andthe I/O processor 110 communicate via a system bus 136. Further, the CPU104 communicates with the main memory 102 via a dedicated bus 138, whilethe vector unit 106 and the graphics processing unit 108 may communicatethrough a dedicated bus 140. The CPU 104 executes programs stored in theOS ROM 126 and the main memory 102. The main memory 102 may containpre-stored programs and programs transferred through the I/O Processor110 from a CD-ROM, DVD-ROM, or other optical disc (not shown) using theoptical disc control unit 132. The I/O processor 110 primarily controlsdata exchanges between the various devices of the entertainment system100 including the CPU 104, the vector unit 106, the graphics processingunit 108, and the controller interface 114.

The graphics processing unit 108 executes graphics instructions receivedfrom the CPU 104 and the vector unit 106 to produce images for displayon a display device (not shown). For example, the vector unit 106 maytransform objects from three-dimensional coordinates to two-dimensionalcoordinates, and send the two-dimensional coordinates to the graphicsprocessing unit 108. Furthermore, the sound processing unit 130 executesinstructions to produce sound signals that are outputted to an audiodevice such as speakers (not shown).

A user of the entertainment system 100 provides instructions via thecontroller interface 114 to the CPU 104. For example, the user mayinstruct the CPU 104 to store certain game information on the memorycard 116 or instruct a character in a game to perform some specifiedaction.

Other devices may be connected to the entertainment system 100 via theUSB interface 118, the IEEE 1394 interface 120, and the AUX interface122. Specifically, a tracking device 124, including a camera or a sensormay be connected to the entertainment system 100 via the AUX interface122, while a controller may be connected via the USB interface 118.

FIG. 2 is an exemplary flowchart 200 for utilizing tracking to identifyuser reactions to content. In step 202, tracking data is received fromthe at least one user by the tracking device that is captured inresponse to a reaction of a user to at least one area displayed on thedisplay device. The tracking data may be based on any type of trackingmethodology, including but not limited to gesture-based tracking using asensor and a range camera or a controller containing an accelerometerand infrared detection, eye tracking using a specialized camera oroptical sensor using infrared light, audio-based tracking using an audiosensor or a microphone, and/or biometric tracking using a controllercontaining biometric sensors. In step 204, the tracking data is sent bythe tracking device to the CPU 104 (FIG. 1).

In step 206, the CPU 104 executes a software module stored in mainmemory 102 (FIG. 1) with instructions to utilize the tracking data todetermine the reaction of the user to the at least one area displayed onthe display device. The software module may be custom-made for differentgame titles, or it may be native to the gaming platform. Alternatively,the software module may have different tracking functionalities fordifferent types of interfaces (e.g., audio tracking, video tracking, orgesture tracking). The software module may also be installed into mainmemory 102 by way of a digital data storage device (e.g., an opticaldisc) being inserted into entertainment system 100 using optical disccontrol unit 132. The reaction may be a visual reaction, determined by,for example, movement of the eyes of the user toward or away from thearea. The visual reaction may be captured by an integrated or peripheralcamera connected to entertainment system 100. Alternatively, thereaction may be an emotional reaction by the user. An emotional reactionmay include, for example and limited to, a vocal reaction by the usercaptured by a microphone, or a biometric reaction captured by thecontroller interface 114 (FIG. 1). An emotional reaction may occur, forexample, when a user is surprised by an event occurring within the game(e.g., the user shouts or exclaims), or when a user is frightened oranxious because his game character is in danger (e.g., the user sweatsor his pulse increases).

In step 208, when the user reaction indicates that the user is focusinghis attention on the area of the display on the display device, the CPU104 communicates with the main memory 102 (FIG. 1) and instructs thegraphics processing unit 108 (FIG. 1) to increase processing power torender greater detail and fidelity in that area and/or to increase thespeed with which objects within the area are updated in real-time.

Alternatively, in step 210, when the user reaction indicates that theuser is not focusing his attention on the area of the display, the CPU104 communicates with the main memory 102 and instructs the graphicsprocessing unit 108 (FIG. 1) to decrease processing power to renderdetail and fidelity in that area and/or to decrease the speed with whichobjects within the area are updated in real-time.

Thus, greater processing power is diverted to areas of the display onthe display device where the user is focusing most of his attention. Forexample, when a special effect is displayed on the display device, theuser is likely to focus attention on the area of the screen in which thespecial effect is occurring. Meanwhile, areas of the display that theuser is not focusing on (e.g., when these areas are only in theperipheral vision of user), less detail is needed and, therefore, lessprocessing power is needed for rendering graphics. This allows theentertainment system to conserve processing power in areas that are notthe focus of the attention of the user, and improve the graphicaldetails of areas on which the user is currently focusing.

In another embodiment of the present invention, at step 212, the usermay optionally select a power-saving preference in a preference module.The CPU 104 (FIG. 1) executes the preference module and instructs it toreceive the selection by the user and store it in main memory 102(FIG. 1) of the entertainment system 100. When selected, thepower-saving preference initiates, at step 214, a power-saving mode whenthe tracking data indicates a lack of attention to the display device bya user. The power-saving mode may include, for example and not by way oflimitation, initiation of a screen saver on the display device.Alternatively, the power-saving mode may require the entertainmentsystem 100 to shut down.

FIGS. 3A-3C illustrate exemplary interfaces for transferring a ticketfrom one party to another on a mobile device, where both parties haveaccess to and accounts with the same ticketing application.

Referring now to FIG. 3A, a screenshot of an exemplary entertainmentsystem environment 300 showing a standard level of detail is shown,which may occur in a game on an entertainment system that does notemploy a tracking device. In this environment, no additional detail isadded or diminished because no processing power has been diverted to acertain area of the screen based on the attention of the user.

FIG. 3B is a screenshot of environment 300, showing a low level ofdetail in areas in which a user is not focusing attention. The focusarea 310 is identified by the tracking device as the area on which theuser is focusing. Focus area 310 has a normal level of detail, such asthat shown in FIG. 3A. The remainder of the environment 300 hasdiminished detail because processing power has been diverted from theseareas, which are likely only visible in the peripheral vision of theuser. Therefore, a lower level of rendering is necessary.

FIG. 3C is a screenshot of environment 300 showing a high level ofdetail in areas in which a user is focusing attention. Focus area 310has a higher level of detail because the processing power has beendiverted from the remainder of the screen because the tracking devicehas recognized that the user is focusing attention only on focus area310. An event, such as the vehicle crash visible in focus area 310, isone example of an event in a gaming environment that may draw theattention of the user to a particular area of a screen. Thus, a higherlevel of rendering is necessary in an area such as focus area 310 toimprove the gaming experience for the user.

The invention has been described above with reference to specificembodiments. It will, however, be evident that various modifications andchanges may be made thereto without departing from the broader spiritand scope of the invention as set forth in the appended claims. Theforegoing description and drawings are, accordingly, to be regarded inan illustrative rather than a restrictive sense.

1. A method for attention-based rendering, the method comprising:receiving eye tracking data detected by a sensor, the eye tracking dataindicative of reflected light from one or more eyes of a user;identifying a gaze direction based on a vector of the reflected lightand an eye rotation based on changes in the reflected light; locating afocus area on a display screen, wherein identifying a location of thefocus area is based on the identified gaze direction and eye rotation;and diverting increased processing power to rendering the located focusarea.
 2. The method of claim 1, wherein the sensor is a camera that isintegrated with a peripheral device to an electronic entertainmentsystem.
 3. The method of claim 1, wherein identifying the gaze directioncomprises: using light to create corneal reflections from a center of apupil of the eyes; and identifying the vector between the center of thepupil and the created corneal reflections.
 4. The method of claim 1,further comprising calibrating the sensor for the user prior toreceiving the eye tracking data regarding the eyes of the user.
 5. Themethod of claim 1, wherein the eye tracking data further includesinformation regarding retinal blood vessels.
 6. The method of claim 1,wherein the processing power is diverted from other areas of the displayscreen outside the focus area.
 7. The method of claim 1, furthercomprising initiating a power-save mode that shuts down the displayscreen when the gaze direction is no longer directed to the displayscreen.
 8. A system for attention-based rendering, the systemcomprising: a display screen, a graphics processing unit that generatesa display of one or more events that occur at predetermined period oftime, wherein the generated display of the one or more events isdisplayed on the display screen; a tracking device that detects eyetracking data, the eye tracking data of the user indicative of reflectedlight from one or more eyes of the user; and a processor that executesinstructions stored in memory, wherein execution of the instructions bythe processor: identifies a gaze direction based on a vector of thereflected light and an eye rotation based on changes in the reflectedlight, locates a focus area on the display screen, wherein identifying alocation of the focus area is based on the identified gaze direction andeye rotation, and diverts increased processing power to rendering thelocated focus area on the single display screen.
 9. The system of claim8, wherein the tracking device is a camera that is integrated with aperipheral device to an electronic entertainment system.
 10. The systemof claim 8, wherein the tracking device uses light to create cornealreflections from a center of a pupil of the eyes, and wherein theprocessor identifies the gaze direction by calculating the vectorbetween the center of the pupil and the created corneal reflections. 11.The system of claim 8, wherein the processor further calibrates thetracking device for the user prior to receiving the eye tracking dataregarding the eyes of the user.
 12. The system of claim 8, wherein theeye tracking data further includes information regarding retinal bloodvessels.
 13. The system of claim 8, wherein the processing power isdiverted from other locations of the display screen outside the focusarea.
 14. The system of claim 8, wherein the processor further initiatesa power-save mode that shuts down the display device when the gazedirection is no longer directed to the display screen.
 15. Anon-transitory computer-readable storage medium having embodied thereona program, the program being executable by a processor to perform amethod for attention-based rendering, the method comprising: receivingeye tracking data detected by a sensor, the eye tracking data indicativeof reflected light from one or more eyes of a user; identifying a gazedirection based on a vector of the reflected light and an eye rotationbased on changes in the reflected light; locating a focus area on adisplay screen, wherein identifying a location of the focus area isbased on the identified gaze direction and eye rotation; and divertingincreased processing power to rendering the located focus area.